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Topic: Screenshots (Read 570830 times)

Gives me some future hope for the similar looking (and personally more appealing) Urusei Yatsura My Dear Friends.Not that I've yet seen a game that "fully utilizes" Sega CD get a complete English fan translation. Those Phantasy Star text adventures have non-CD versions.

Gives me some future hope for the similar looking (and personally more appealing) Urusei Yatsura My Dear Friends.Not that I've yet seen a game that "fully utilizes" Sega CD get a complete English fan translation. Those Phantasy Star text adventures have non-CD versions.

Thanks. The game bills itself as an "interactive comic book" or something like that, but it's basically a multiple-choice adventure game that's mostly about watching cutscenes. Actually, I really don't even know that much about it myself; I saw some screenshots and thought it looked interesting, and somehow wound up doing this after playing it for a bit.

I checked out Urusei Yatsura briefly -- unfortunately, it seems to be running on a completely different engine, despite also being a Game Arts game. No idea how difficult it might be to handle compared to this game, though I can tell you the filesystem is certainly more obtuse (files named "0000" through "07FF", no other identifiers). Could be an interesting project sometime, though.

If anyone wants to learn more about Yumimi Mix, Brian Crimmins wrote up a good article about the game over at HG101. In fact if you Google the game's name I think the article is the first thing that pops up.

Here's a pic of my second MM hack, the one with the Darkwing Duck graphics that DragonsBrethren did in 2007. I'm trying to motivate myself to get back in the scene, I'm doing the best I can with the limitations but yeah slowly but surely.

Some progress in true widescreen for Castlevania: SotN (PS1). But there are still bugs.

Your work is amazing!

Do you have any plans to port your fixes (widescreen, white loading rooms in map, restored passage linked to the Saturn levels) to the Japanese PS1 version that was fantranslated in English by Gemini, considering that version has a lot of stuff that was deleted in the English version (audio, items, etc)?

Since you do some Saturn fixes from time to time, there's a major problem with the Saturn version of Castlevania which is the stretched pixels horizontally, even restoring that to normal scaling with black borders on the sides would look better.

Do you have any plans to port your fixes (widescreen, white loading rooms in map, restored passage linked to the Saturn levels) to the Japanese PS1 version that was fantranslated in English by Gemini, considering that version has a lot of stuff that was deleted in the English version (audio, items, etc)?

Some pics of a level from my Yoshi's Island hack. I tried to do a DKCR-like palette, what do you think guys?

That's really cool looking, and a VERY interesting and creative idea!

I have a couple of suggestions that may not be possible (i'm not a hacker) and also may not be ideas you agree with. But i'll throw them out there if it's okay.

1- You might consider adding back in the red colors on Yoshi and Mario. Yoshi's spines, saddle and shoes. Along with Mario's hat. Donkey and Diddy still had their red clothing highlighted during these levels, in spite of everything else being blacked out.

2- You might consider swapping the palette of the waterfalls to an orange hue instead of the blue. Reflecting the colors of the sunset.

3- This is an extreme suggestion that some may not like, only if you REALLY want to clone the DKCR silhouette aesthetic. You could reduce the colors on the rocks and plants in the background layer. Most of the background objects in DKCR's sunset levels have all detail removed and are only a single color. Except for the sky and the water backgrounds. It's kind of reminiscent of Another World's visuals. If you do decide to do this, don't reduce the amount of colors on the sky or waterfalls. They look great with the extra colors.

I made a mockup of these changes using an image editor program. I don't know how to hack myself. I'm unclear if this is even possible to do. Hope you don't mind this, disregard if it's a bad idea or not possible to do.

1- You might consider adding back in the red colors on Yoshi and Mario. Yoshi's spines, saddle and shoes. Along with Mario's hat. Donkey and Diddy still had their red clothing highlighted during these levels, in spite of everything else being blacked out.

Actually doable, for some reason I had the feel I've tried to do this before, but I haven't lol.

2- You might consider swapping the palette of the waterfalls to an orange hue instead of the blue. Reflecting the colors of the sunset.

This is somewhat hard to do (but doable) because the animations of the game are hardcoded, so for modifying them it's needed to apply more complex ASM codes that unfortunately I don't know at the moment (technically I only used STA's and LDA's for make this palette)

3- This is an extreme suggestion that some may not like, only if you REALLY want to clone the DKCR silhouette aesthetic. You could reduce the colors on the rocks and plants in the background layer. Most of the background objects in DKCR's sunset levels have all detail removed and are only a single color. Except for the sky and the water backgrounds. It's kind of reminiscent of Another World's visuals. If you do decide to do this, don't reduce the amount of colors on the sky or waterfalls. They look great with the extra colors.

This is very doable too (except for the waterfall colors as I've said before) however I don't think that would go very well, at least not with some YI backgrounds that already are somewhat minimalistic, but I'll give a try, after all I'm plaining to edit the palettes more (the background is technically using a unedited palette from the original game)

Thanks again for your comments I really appreciate them. By the way, here is the same effect with another backgrounds combination:

(It'd be cool to have the sun and the waterfalls together but that's not possible )

Thanks for the response. Some of my suggestions may not look so great (even if they look nice in DKCR). But I do think having the red clothing visible looks great overall.

Those shots with the other backgrounds look great, the palette is really lovely. Wonderful contrast between the different layers.

Is the inability to have the sun and waterfall onscreen at the same time related to the sun's heat wave and palette swapping effects? If so, is it possible to disable these effects and just have the sun onscreen as a static object?

Is the inability to have the sun and waterfall onscreen at the same time related to the sun's heat wave and palette swapping effects? If so, is it possible to disable these effects and just have the sun onscreen as a static object?

Yes, it's related to palette effects. And sadly no, it isn't possible, keeping the waterfall animations makes the sun have a really weird wavy animation, on the other hand, keeping the sun animation makes the waterfall be static. As I've said it's everything related on how palette animations are hardcoded in the rom